PlayCraft / Endless Legend 2

Tech-Tree Explorer

Every technology across all six eras, what each one unlocks, and exactly what it costs at your current research count. Click technologies to build a research plan and see the combined science cost and turn estimate. All from the real v1.0 game data.

Beta: v1.0 data 264 technologies 6 eras 4 quadrants

Browse technologies

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Click a technology to select it. Details open in the panel, and your selection becomes a research plan with a combined cost and turn estimate. Eras unlock as you go: Era 2 opens at 8 technologies, then every 8 after that.

What unlocks it?

Working backwards: type a unit, improvement, or district and we will show every technology that unlocks it.

About this data

Every entry here comes from the v1.0 game files we parsed ourselves: 264 technologies across 6 eras and 4 quadrants (Defense, Society, Economy, Discovery), with 292 unlock links to real units, improvements, and districts. No guidebook guesses.

Era advancement is gated by how much you have researched in total: Era 2 opens once you possess 8 technologies, Era 3 at 16, and so on every 8, up to Era 6 at 40. This comes straight from the game's own interface text. Within an unlocked era there are almost no prerequisites between technologies, so you can research them in any order, and you can always circle back to finish skipped techs from earlier eras. The planner enforces the gating: locked-era technologies can be inspected but not added to your plan until their era opens.

Research costs use the game's own formula, recovered from its cost definitions: the era's base value times ((5 − N) + (N+1)1.7), rounded, where N is how many technologies you have already researched. Four published numbers from the official July 2026 science rework confirm the formula exactly. Because every finished technology makes the next one cost more, costs are identical for all techs in an era, so each era header shows its current cost and the research plan prices your picks in order to show the compounding effect.

Research plans are priced in research order, not as a simple sum: the game makes every technology cost more for each one you have already finished, so the second tech in your plan is priced one count higher than the first, and so on. Enter your science per turn and the plan also estimates total turns, carrying leftover science between technologies the way the game does. Your plan is saved in this browser.

Prerequisites are thin on purpose. The v1.0 export only carries explicit tech-to-tech requirements for a handful of technologies, mostly unit-specialization chains. General tech-to-tech requirements were removed from the game in an earlier update, so the explorer does not draw progression arrows between eras.

Hidden technologies are flagged Hidden in the game files themselves. They are off by default and marked with a badge when shown. A few technologies also lack names in the v1.0 data; we show their file IDs instead of inventing titles.

Found a number that looks off in-game? Tell us. The pipeline re-runs every patch, and corrections ship with the next data import.